Woh Issue 11

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    Chaos Dwarf Regiments of Renown special section!

    The ezine for Chaos Dwarf Generals- wwwchaos-dwarfs c

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    Issue 5- The Word of Hashut 3

    THE

    Vol III No. 11- Winter 2011

    www.chaos-dwarfs.com!

    at batter way to kick o the new year then with a number o hobgoblins on a rampage? For the last time (at least or the time being as he is taking a breakrom Dawi Zharr) our intrepid artist Igorvet c omes up with another stunner. Who knew Hobgoblins could look this cool? - Willmark

    DISCLAIMERTis ezine is completely unocial and in no way endorsed by Games Workshop Limited.

    Chaos, the Chaos device, t he Chaos logo, Citadel, Citadel Device, Darkblade, the Double-Headed/Imperial Eagle device, Eavy

    Metal, Forge World, Games Workshop, Games Workshop logo, Golden Demon, Great Unclean One, GW, the Hammer o Sigmarlogo, Horned Rat logo, Keeper o Secrets, Khemri, Khorne, the Khorne logo, Lord o Change, Nurgle, the Nurgle logo, Skaven, theSkaven symbol devices, Slaanesh, the Slaanesh logo, omb Kings, rio o Warriors, win ailed Comet Logo, zeentch, the zeentchlogo, Warhammer, Warhammer Online, Warhammer World logo, White Dwar, the White Dwar logo, and all associated marks,names, races, race insignia, characters, vehicles, locations, units, illustrations and images rom the Warhammer world are either ,M and/or Copyright Games Workshop Ltd 2000-2007, variably registered in the UK and other countries around the worl d.Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

    Te Word o Hashut, Chaos Dwars Online and CDO is the property o CDO (Chaos Dwars Online). Unless otherwise notedmaterial is in short, ours. I you want to reproduce or host some o the material contained within please contact t he Sta @ www.chaos-dwars.com - 2008-2011 (C).

    Tis ezine is a ree publication, no money is allocated or advertising in any orm as such any advertisments contained within arenon -prot. For any other corresepondence regarding Te Word o Hashutcontact Willmark:[email protected]

    EditorialEditor-in-Chie: Willmark

    Editor: SnowblizzAssistant Editor: SwissdictatorSubmissions Coordinator: Maul

    Production

    Graphic Design WillmarkWoH Logo Design: Xander

    eavy Hat Logo Design: wilightCo

    ArtworkCover Artist: Igorvet

    Back Cover Artist: Shivani11Artistic Slaves: Baggronor, Forgere, Grupax,Igorvet, Ishkur Cinderhat, M3lvin, Malorn,

    Matt Birdo, Skink, Shivani11,wilightCo, Xander

    WritersAbecedar, Ancient History, Border Reiver, Grimstonere,

    Nicodemus, Tommy H, Willmark

    mailto:willmark%40chaos-dwarfs.com?subject=mailto:willmark%40chaos-dwarfs.com?subject=
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    Issue 5- The Word of Hashut 7Issue 5- The Word of Hashut 6

    SLAVES!Im working on a magic poison that will make us,Dawi Zarr stronger and more skilled then ever. Imnot going to tell you where i ts all about (alright, Illgive you hint: it has something to do with mutations),but the problem is that i ts not nished yet, I need totest it on natural hobgoblin slave with an as big as pos-sible brain (or a slave). And... Well, you can write, soI thought... Does it t or you to come to the templetomorrow ?

    Wargot, great sorcerrer o Hashut

    Snicker, dis dawi thinkz us ladz a stoopidz or somethinks,hey whatz that rot gutz over der? (drinks) ACCCCCCK-

    KK!!!!! (sounds o lieless corpse striking the oor).

    Oh Stupid Ones!I heard the Great Unclean One Beowled oejamGotrotearl loves to eat Hobgoblins as junk ood, whatdipping sauce works well with Hobgoblins? Im eelinghungry.er Gutrotearl

    Signed, Te mighy Bubonicas Flatiticis o Hastings

    No O the Ladz mess with those nasty chaos goddies themhard ladz they arez. Whyz justz last week old Magrot

    was looking at one o them big badz metal lada north who ollows the big puss one and baarmz ell o, Aint da right ladz? (General magreement amongst the hobgoblin sta).

    Hobgoblins o the Word o Hashut,Why is it that the Dark Lord o Hashutgenres mixed up? Doesnt he know that thabout Warhammer and not Star Wars? I doit, I thought he was smarter than that? Souhe is thoroughly conused, and by the waylost the rebel prisoners rom the cell blocklevel... I aploigize....

    Signed Captain Needa, commander o the

    Gate o Zharr Naggrund

    Well I have it on good acounttz dat da Big Bsome sort o Dawi shamn or somethinkz. I Iyou I would question the big boss. Heyz Whyclawing at your neck and choking? Uh? Whadat boss? Something about Apology Acceptetain Needa? Huh? Im conuzeded now tooz

    Dear pathetic pieces o Snotling dung,I have recently seen a Juggernaut in my riit screamed at me. I slammed the ridge dolet the room to get my Obs idian Blade. Hwhen I came back, my ridge was normal jerk even turned all my Coke into Pepsi?! should I do?

    Manvenk the Elder

    A juggerz? Tem lotz are em hardz they are!what a minutez what is this rotgutz called Csounds like sortz drug, rumor haz it the boss somethimes seenz with des stu Pepsi. RighMagrot say that big iron canz lads o teh pusstole a Pepsi said it was goodz. Wait what

    questionz?

    Letters from the ForumAnd Answered by our intrepid hobgoblins...

    Dear Cannon Fodder,Do Hobgoblins compare nose sizes

    Your Superior, *namewithheld*

    (pus up with pride!) O course wez ladz know who the most importantz datz is me! (Sounds o general scufe,unsheathed and backstabbing; ollowcries o anguish and bodies hitting th

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    Issue 5- The Word of Hashut 8

    By Clam

    Sjoerdo

    Minis byGolderGoldeater

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    Issue 5- The Word of Hashut 10www.dogsofwaronline.com

    By Sch

    By Grimsto

    By Baggro

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    Issue 5- The Word of Hashut 12 Issue 5- The Word of Hashut 13

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    Issue 5- The Word of Hashut 14 Issue 5- The Word of Hashut 15

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    Issue 5- The Word of Hashut 17

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    haos Dwarfs Onlineresents

    GOLD- Blind Berzerker SILVER-Obsidian

    Chaos Dwarfs OnlinePresents

    Well, as mentioned in my rst post on theforum, I accidentally stumbled onto theGolden Hat contest when I was search-ing for good Chaos Dwarf material anddecided to participate. The actual ash ofinspiration was linking the absurdly highchaos Dwarf hats and organ pipes, in termsof physical appearance. This idea came tome when I woke up in the middle of thenight. I got up, went into the hobby roomto fetch my sketchbook and doodled theidea in there in a couple of minutes, thenwent back to sleep. As I was working on aChaos Dwarf Blood Bowl team and hadalready gotten some miniatures off Ebayfor that project, they were the obviousstarting point. So I spent a good amountof time looking them over, taking in thesignature Chaos Dwarf details and style.

    The Musician, as I envisaged him, wouldnot be easily converted form an exist -ing miniature, so I took the plunge andventured to sculpt it from scratch. Thiswas my very rst full sculpt, and I read upon sculpting techniques a lot beforehandand during the process. From bendingpaperclips into the framework to the nalresult took me approximately one weeksworth of evenings, spread over a t wo weekperiod. I then painted the little bugger onthe very last day; Deadline Sunday, start-ing in the morning and nishing him earlyin the evening, giving me the opportunityto take pictures at leisure. Still, therewere some areas, particularly the lack ofblacklining, shoddy dags on the chimneyand some other stuff, I have corrected sincethen. I was mightily surprised that I won,as I had not expected it in the least; thecompetition was closely fought, but all thesweeter the reward has been...

    At rst I must say anything or this thlet it alone or a wthen ater two weekstarted thinking ab

    and pictured a musdering the battleesome strangely maninstrument, Daemmaybe? I then did sketches to get somvisualized. I had twtions worked out, oa backpack with a coming out like anthe one I eventuallor, the boombox I chose the one I wbuild I rummaged my bitzboxes and qcame up with all coneeded and startedAll in all I think I hours sculpting aning and another tepaint him. I really he turned out bothand painting wise aact that he is not alike your standard but looks more likespecial character. Gsioned him like somdering prophet, stabattleelds praisingand boosting the mthe troops and demthat o the enemy. To Hashut he calledthink that sums himwell!

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    BRONZE- Grimstonere

    haos Dwarfs Onlineresents

    Te basic idea behind my entrywas to make a model I eltwould t in with the conceptart weve seen o the Warham-mer Forge Chaos Dwars. Oneo the bits looks like a champi-on o sorts, so that was the oneI went with. I mentioned onthe orum that I had changedmy idea, and Cornixt asked iit was going to have a backpacksteam horn thing. It wasntgoing to, but I thought about itand it seemed a good idea.Te model was sculpted andcast, incase I n eeded more.Te bits or the backpack wererom a dreadnought, the dwarwarriors regiment and a plaguemonk fail. Long ago I decidedthat when GW nally broughtout some Chaos Dwars Idpaint them as best as I pos-sibly could, so or this modelI thought Id see how easiblenon-metallic metal (NMM)would be or the whole army

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    Issue 5- The Word of Hashut 22 Issue 5- The Word of Hashut 23Issue 5- The Word of Hashut 22

    RULES DEVELOPMENT

    M WS BS S W I A LD

    Chaos Dwarf Battle Wagon 3 - - 6 6 23 - * -

    Chaos Dwarf Warrior Crew 3 4 3 3 4 1 2 1 9

    CD Warrior Crew Champion 3 4 3 3 4 1 2 2 9

    Chaos Dwarf Engine Crew 3 4 3 3 4 1 2 1 9

    Chaos Dwarf Battle WagonBy GrimstonereTe Chaos Dwar Battle Wagons are mobile ortresses capable o housing entire regiments o warriors.

    attle Wagon general rulesDeduct 1 movement or each o the Engine Crew killed (presumed the wagons can move 3).-Te Battle Wagon housing is solid iron and will provide Hard Cover or all models.Missile re rom the wagons are treated as i the entire crew can re on the same target and have a 360 degreene o sight, regardless o where they are standing.

    reat as a War Machine in all regards, with the exception that it is not permitted to be deployed in a building.ngine Crew and any other crew are considered a single crew, except that only the Engine Crew can move theagon. All crew members can operate any War Machine(s) on board.

    n combat the crew are treated as having ranks 5 wide and will provide Supporting Attacks.

    lunderbuss Wagon

    M WS BS S W I A LD

    Hobgoblin Battle Wagon 3 - - 6 6 * - ** -

    Hobgoblin Crew 3 3 3 3 3 1 2 1 6

    Hobgoblin Crew Champion 3 3 3 3 3 1 2 2 6

    Chaos Dwarf Engine Crew 3 4 3 3 4 1 2 1 9

    Special RulesStubborn

    10 Chaos Dwar Warrior crew equipped with hand weapon and heavy armour10 Chaos Dwar Warrior crew equipped with hand weapon, blunderbuss and heavy armour3 Chaos Dwar Engine crew equipped with hand weapon and heavy armour

    Options (excludes Engine crew)May be armed with shields (+1pt).Upgrade the 10 Warrior crew to have a blunderbuss (+50 pts).One Warrior crew may be upgraded to Champion (+10 pts).

    Hobgoblin Battle Wagon

    * 33 i the Bolt Trower is not taken, 27 i it is. / ** Te Battle Wagon has Scythes, D6+1 Impact hits.

    30 Hobgoblin crew equipped with hand weapon.3 Chaos Dwar Engine crew equipped with hand weapon and heavy armour

    Options (excludes Engine crew)May have light armour (+1 pt) and/or shields (+1pt).May have a bow (+3 pt).One Hobgoblin crew may be upgraded to Champion (+10 pts).May replace 5 Hobgoblin crew with a Bolt Trower.

    Special RulesStubborn, Animosity (only oncethe CD crew are dead)

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    Issue 5- The Word of Hashut 24 Issue 5- The Word of Hashut 25

    Minis By Bassma

    Minis By WillmBy Matt Birdoff

    Minis By Baggronor

    By Blue in Vermont

    By Greenskin

    Minis By Disastro

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    Issue 5- The Word of Hashut 27Issue 5- The Word of Hashut 26

    are alleged to be able to eat anything, seeminglyare able to reproduce rom nothing more thana bash on the head, and exist in as toundingvariety. Tey have been described as a orce onature and have been responsible or many othe signicant events o the Warhammer worldshistory, rom the destruction o Strigos, to theunication o both the Empire and Bretonnia,

    to the destruction o the province o Solland andthe deeat o Archaon. Tere is no race that doesnot have signicant fu about a near disastersuered at their hands and they are one o themost popular armies to get started with. Tereare even rumours o there being orcs beyond thestars

    Simply put, as a Chaos Dwar general you needto know the capabilities o the O&G army sothat you can deeat them and add their distinc-tiveness to your own. As has become somewhatexpected rom me, Ill give an overview o how Isee the O&G armys overall strengths and weak-nesses, then go into the troop types, and ollowup with a ew tactical suggestions or dealingwith them. Troughout the article, Ill inject aew comments on the inclusion o some o theslaves into our own armies.

    Te troubling truth is that there is no such thingas a typical O&G army there are more trooptypes and hero permutations than should belegal, and nobody combines them in the sameway, and rare is the player who doesnt alter their

    own army composition requently. Tis leads toone dening characteristic o this army vari-ety. Tere is rankly, no right or wrong way todo this army, and there is a tool or every need rom cheap throwaway troops to solid inantryto elite inantry, excellent ast cavalry, good me-dium/heavy cavalry, war machines, cheap s pellcasters and rock solid ghting characters. Any-one trying to guess what an O&G general willbring to the party is just asking or a headache,provided that player has a decent enough sizedcollection.

    Tis leads into the other dening characteristic oan O&G army unpredictability. Even their owgenerals cannot predict what they will do with agreat certainty. Some o their troops may decidethat they would rather ght amongst themselvesthan deal with you or they may be inused withchild-like enthusiasm to bash your head in and ga substantial boost in speed. Others may becom

    distracted by the purty fowers and not move.Sometimes they may use dierent attacking style in the same combat. Depending on the dice, may be acing an unusually dedicated and dangeous orce, or one that is tough or its own generashit out o the deployment zone.

    Leaders o Da BandFollowing the pattern set out by every other armthere are two very broad categories o characters ghting and magical, divided into Lord andHero categories or the powerul and less power-ul. Now, while most races make do with a singcategory or each, O&G have a multiplicity, or major subraces o the O&G army. In descendinorder o power they are: Black Orcs, Orcs, SavaOrcs, Goblins, and Night Goblins. While ew wdispute that the Black Orcs belong at the top o heap with their high weapon skill, strength, tougness and their ability to carry a multitude o weaons at no additional cost, while quelling animosiin their ollowers and driving them orward youmay have some questions about the other rankinDont worry, I get to my reasons in a moment ani you disagree, too bad, Im the one writing the

    article.

    Black Orc characters are amongst the most poweul combat characters in the Warhammer world,and are the equal o our own Chaos Dwar Lorda ght. Orcs and savage orcs are slightly less ca-pable ghters and leaders, but are let down by thinability to prevent animosity in their ollowers. Orc combat characters can inspire their troops tget into combat by Callin da WAAAAAAGH!at the beginning o a turn those units within tcommand radius o the general may surge orwaup to 6 and then they can move, declare charge

    Tips and Tactics for dealing withOrcs and GoblinsG

    reenskins. Pesky things, oc-casionally troublesome, andalways something to keeps

    ones eye on, but a vital componento our economy due to their dura-bility, limited intelligence and theirecundity, it behoves us as DawiZharr to know our slaves. Even theeral ones.

    Orcs and goblins are one o the mostsuccessul species in the Warhammerworld they are ound everywhere,

    By Border Reiver

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    Issue 5- The Word of Hashut 30 Issue 5- The Word of Hashut 31

    Orc generals will mitigate this by either keeping the bigunit o trolls inside the generals leadership bubble, evenbetter i the Battle Standard Bearer can be close by aswell. Your mission

    Giants big, no armour, moderate toughness.Consider them targets or the boltthrowers and archers. Te giantsattacks are not particularlydevastating but a good rollwhen hes jumping up anddown, or i it decides toyell and bawl, means thatwe may end up running.

    Im going to ignore squigherds and snotling pumpwagons or two reasons 1. Im lazy, and 2. inover 15 years o play-ing Ive ought exactly1 squig herd and

    never aced a pumpwagon.

    Army wide rulesand eaturesFlu would haveyou believe thatorcs are so eager or ascrap that i they arentalready involved in ascrap that they will ghtamongst themselves inlieu o getting up closeand personal with yourtroops. Te bane oour own slave troops,animosity is somethingto exploit when we ace it.Tis is the time to get theblunderbuss troops up closeto maximize potential hitsand let fy just do it astbecause that whole unpre-dictable thing will comeinto play and next turn

    youll probably endup with a orc in yourace.

    Greenskins are likeus in a lot o ways,one o which is their potential to not panic when part otheir army legs it past them. Goblins will not cause orcsto panic, and orcs wont cause black orcs to panic, whilegiants dont care i the rest o the army suddenly remem-bers a pie in the oven or an important phone call. Tisis important to remember, as a smart O&G general canminimize the risk o panic by alternating units o orcs

    ity to remain ast cavalry i we pick up shields.

    A pseudo cavalry type can be ound with thesquig riders. Able to skirmish and coming withan unpredictable charge distance they can do anumber on large ormations with a high strengthattack.

    Goblin war machines can be deadly. Bolt throw-ers are slightly more expensive than ours, but arestill cheap enough or many generals to spam.Stone throwers are better with the new indirectre rules and the Doom diver is almost as accu-rate, due to the pilots ability to redirect himselback on target. Our Wolriders will do nastythings to war machines, so send them round or avisit. Start with the bolt throwers and work yourway to the stone throwers and then the doom div-ers, or alternately, the doom divers and nally thestone throwers. Either way, take out the reliablebolt throwers rst, preerably while deployed in asingle line to reduce casualties.

    Specialist/Oddball troopsSnotlings are a kind o swarm, but unlike aswarm, dont take extra wounds i they lose com-bat. Tey have generally pitiul combat skills andwill take a beating when ghting a ranked unit.At present, they will be used to redirect our unitsand expose our fanks to something that wishesus ill. Dont take the bait. Let them come to us,and theyll break on us like china cups in the tod-dler room.

    Chariots are inantry support units, capable otipping the balance o combat in avour o theeral slaves. While no longer subject to autode-struct rom high strength hits, they are still vul-nerable to being wounded. Tey are also vulner-able to being damaged on dicult terrain, so usethat to guard the fanks o our units i possible,as having a chariot in the fank and a ranked unitto the ront is no un or us. As may be expected,orc chariots are a much tougher proposition butthe goblin ones are aster and able to be taken ingreater numbers

    rolls monstrous inantry w ith the ability toeither lay down a multitude o high Strength at-tacks or a single S5 hit that will ignore our amourwith acidic vomit. Evidently, they were partyingwith Delta House the night beore. Teir abilityto regenerate makes them hard to take down, butfaming attacks will stop that rom happening, sothe Banner o Eternal Flame would be useul, aswould the multitude o faming attacks availableto our army in general, i we know that Teyhave a ---- roll. Te downside to trolls, otherthan their rather hety cost is their stupidity, aug-mented by a lamentably low leadership. Cunning

    Counter tacticsWhen acing an O&G army I recommend settinjust outside o 24 away rom the eral slaves. Iget the rst turn dont move. As the O&G armdoes not have a decent ranged capability, they wadvance on you. Use our war machines, and mitroops to bring the large enemy ormations dowto reasonable size beore contact. Tey will comto you and depending on how you deploy may tat least 2 to 3 turns beore they are in position tocharge. Use this time to your advantage.

    Te judicious use o our fyers can tip the battle our avour. error, when used against an army wlow leadership can be a game winner, as the size O&G army oten means that many units are ouo the generals leadership bubble. ake advantathe generally low leadership value o their troopscause them to fee. Opening up gaps in their balines gives us something to exploit and any time the O&G general spends re-establishing his line

    time or you to be shooting him.

    errain can play a big part in battles anchor thfanks o key units with terrain that he cant explor his own purposes woods will do against chaots, but you need ences, walls or buildings i yoend up acing an inantry horde. Te terrain wilikely yield one or two lines o advance or the bunits use them to your advantage. Tese areasshould be covered by war machines to annihilatethose units that choose to advance through yourbeaten zone. I you dont have war machines, usblunderbusses. Buildings are also a potential keystone in your strategy a unit o Blunderbusses multi-story building can be ridiculously hard to

    Ater your opponent has broken himsel on the tion that is your Dawi Zharr inantry unleash thBull Centaurs to the pursuit, the Wolriders can along and torment the captives or you.

    Mini By WarbossKurganat DaWarpath!

    Minis By

    and goblins, with units like giants, or black orcs mixed into stop panic cold.

    O&G are not known or their manuacturing skills.Goblins may be considered to be clever, but they stillhavent gured out how to make heavy armour or any-body but the Black Orcs, even Orc Warbosses are limitedto light armour so dont expect Orcs to have much inthe way o an armour save, they make up or it by beingtougher though, so this needs to be considered, but ingeneral, i we can hit it, we can wound it.

    Orc and Goblin tacticsTe lack o control inherent in an army that may justdecide to start ghting amongst i tsel, or to charge or-ward unsupported leads many an O&G general to adopta simple strategy the rontal attack. Simple, easy tobrie the troops on and requiring no special training it isthe primary choice o many generals. It is easy to deeatthough i applied stupidly, but a cunning orc general w illdo what he needs to get his troops into combat, whilenot leaving himsel vulnerable. Tis usually entails a

    perunctory attempt at fanking usually with the wolriders. At other times an orc general will send the goblinsout rst to wear you down, knowing that i they breakand run, no one will care.

    Te O&G army is not renowned or its staying poweras a result o its average to low leadership. Although thebetter ghters in the army wont care i the lesser troopsbreak and run, the inverse is not true. Do whateveryou can to beat the best troops in combat and stack thedeck in your avour to make them break and run theLore o Death spells to reduce leadership are quite useulhere. Te trick is not to go or the easy win against thegoblin units, but rather to take on and deeat the hordeo big uns with two choppas right next to them. I youcan win the combat or cause a panic test you can getpotentially get the lesser units on the fanks to book andrun, opening up a good sized gap in the lines or you toexploit.

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    Issue 5- The Word of Hashut 33

    The Artificers Anvil-Rules Development

    Playtesting the Chaos Dwar expansion or WarhammerQuest Chaos Dwar Bull Centaur and HobgoblinSneaky Git characters.

    By Nicodemus

    F

    rom the record scrolls o Master ImperiousGharzakh Goldgreed I, one o many SlavePens housed in the High Priest o Hashuts

    Inner Sanctum, transcribed rom a lowly Snotling therecounted tale o the Scouring o Ungdrin Ankor andthen copied the record to another scroll. hough mylimbs may be lopped rom my body or this, I wish itthat all my enslaved brothers may know the story ohow Fozzric the Disembolwer met his grizzly end inservice to our Masters.

    ~Anonymous Slave Pen o Hashuts Inner Sanctum

    It woz sposed to be an easy mission, the Masters said.We woz sent to scour the ruins o the Dwar Underway,kill the Masters hated ancestors an collect some shinys.Alls I had to do woz carry the Masters Lamp. Mosttimes Im kicked by more Masters eet than I gotsnumberz in me ead, but this day it was dierent. Mytricksy Master an the Master with the big noisy stickthat goes boom decides to bring another s lave, sum

    Hobgoblin git or other. Fozzric sumink. Me tsaid Fozzric the Disembowler; or summit like twoz nice enough, never kicked me or beat me.

    looked or spoke at me neither. Bad news woz mean Master that woz part bull came too. heare the meanest an gots too many legs er kickall I thought.

    Into the Underway we went. Me carryin the L

    avoidin just enough kicks sos the Masters donIm tryin to not get kicked. he Masters and did lots o ighting. hose nasty, stinky ratmengone pretty quick, an the Gobbs, an the lappyings. hey all went splat. Spiderziz I no like..and hairy. Between the ightin Fozzric was drirom the bottles he ad, an ater a while he wozrelaxed an spittin insults at our enemies more the Masters! Mes real sneaky. Ater battles meto sneak a ew bits o gold to eat an would collater. Ater word got out that another slave wadoin that an woz chooped open to get the golI stopped sneakin rom the Masters. Now me

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    0 Issues of the Word of Hashu

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    Issue 5- The Word of Hashut 38 Issue 5- The Word of Hashut 39

    Minis By Bassman

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    Issue 5- The Word of Hashut 42 Issue 5- The Word of Hashut 43

    Hienraches Lamenty Abecedar

    Zhekdar watched the approaching caravanrom his position deep within the thick-et. Yes this was just so perect he almost

    laughed out loud. A sound that would have beenlled with notes that deed the term joyul laugh-

    ter that the humans were ond o. Just a bit moretime to let all o them le down into this dell andthe trap could be sprung. He eased back awaydeeper into the thicket and exited out the back.He turned to give the waiting Hobgoblin bossesand their lackeys another repeat o his orders. Nomoves and no noises rom any o them until hissignal, or hed be using the insi de o their worth-less skins to clean the bottoms o his boots, whilethey were still living in them. He let them there,sure o their compliance, to go prepare himsel.Te Wolriders were terried o him as he hadmade sure they were. erried but loyal as muchas creatures like them could be loyal. erriedinto obedience but not into insensate stupidity.Tey knew that he did reward well and that ailurewas still ailure, but that complete obedience wasnot punished unjustly. Something that rom theother lords theyd served was not a consideration,not like the random spontaneous unwarrantedviolence any o them could and did suer at thehands o the erstwhile leader o this raid.

    In amongst the oremost wagons trudged SerHeinrache, and as with all the others, he was eagerto arrive at the Dwarven Enclave. Teir guide hadsaid not too ar now in typical dwar grunessthe last time he had asked, which could meansoon or a somewhat greater length o time thanthat. He brought his thoughts away rom whenand back to why and why was prots. Te oppor-tunity to make those prots and the opportunitiesthat the prots themselves would open the wayor. It was this constant planning and having allthe possible options thought through that hadmade Heinrache such a successul merchant.Te journey had been relatively easy almost an

    extended and oversized picnic, but travelling omajor ways had never been to his liking and movinginto this hinterland area even less so. But the guideseemed to know his way and it was to be expectedthat dwars wouldnt have set up anywhere reallyclose to human settlements. Tey liked mountainsand rough country and such, li ked it much betterthan man usually did. Te enclave that his guidesclan had made or themselves was only temporaryor semi permanent as their needs may turn out tobe. For how long depended on the ways and roadsurther south becoming useable again ater the unex-pected early season o fooding that had caught a loto people unprepared.

    His wagons and the others in the extended cavalcadewere spreading out now and all moving orward to

    get out o the dust o those in ront as they rolledover the hill and down i nto this meadow. Maybetheyd camp earlier tonight? it looked like an easyspot to bivouac in. Originally it had been only himand his goods, along with the beer merchant withhis ully laden wagon and a dozen labourers as perthe original requirements o the dwar. O the -teen heavily laden wagons in this bloody great circus,only three were his, one the blacksmiths and anotherwas the beer merchant, one the attached guardssupplies but all the others were pedros-come-latelywhod come tagging along on his coat-tails. Teyhad all spied on his preparations and then done theirown, and then jumped onto the bandwagon aterhed arranged everything wi th the dwar. Spoilers allthey were, hoping to take a cut o this hard earnedtrading opportunity out rom under him. Well hisgoods were ar better quality, he had bought upand gathered all the best he could beore word hadgotten out and he knew that dwars were alwayspernickety traders and very discerning o quality.And knowing dwars always had superior weaponsand armour available he had borrowed heavily andbrought a large stash o gold as well. Denitely notrinkets would be coming rom him but the con-ounded dwar had ruined it. Him stating that therewas plenty o gold and gems to be had had broughtout lots o would be entrepreneurs with thoughtso getting rich i they were lucky. Tough the smithand his wagon, hal taken up with its travelling orgeand tools were a very late addition arranged by thedwar. Maybe he hadnt known there was one avail-able that could ll his needs until late.

    Heinrache mentally and visually took stock o histhree wagons. One o them was the amilies travel-ling home, but it too was laden with goods, but

    mainly with ood and other supplies. No needto take up good space rom trading s tock in theother wagons. His wie and daughter enjoyed itscomorts at night but oh no not him, he had beenevicted by his wie, to make room or a riend.He had been dismayed by his wies decision tobring the amily but could not say no. She alwaysknew about his trading plans as her organisationalskills were a part o his success but someone hadrumoured that the enclave had whole dwar ami-lies, dwar women and children no less. Nobodythey knew had ever seen any beore ever and thiswas their chance to do so and his wie had beenvery adamant about going. When she had blurtedout to the dwar that they would all love to comealong and meet his amily he had looked dumb-struck or a long moment and then had said theywere all very welcome to come along and meet hiswhole amily.She must have boasted to her riends o what shewas going to see and do. Her riends o course

    were the wives o the other merchants and it hadall run out o his control rom there on. Laterthe seemingly bemused dwar had declined hisrequest to reuse there pleas and told the gatheredcrowd o vultures that they could all come and allwould be welcomed the same.

    All the hub-bub had attracted the attention othe Earl o Sandrakes household. Te Earl wasaway at present, o to the north with the bulk ohis cavalry and guards. Goblin raiders had beenmaking a nuisance o themselves somewhere upthere and the earl had gone to the assistance o hisneighbours at the behest o the Baron. Te earlseldest son had as yet received no reports o anyraids or problems in our area or near our intendeddestination and he had summised that it must bedue to the new dwar presence out there. Evenso he insisted on sending an extended squad omilitia with us to guarantee the saety o so manyo his people. His younger brother, Falaren,had volunteered to lead the expedition as he wasnow calling it. Te result was that now the youngnoble was here accompanying the caravan butalso quite oten his daughter. He was the only one

    normally mounted but could usually be oundstrolling with Millein. Tat particular opportunitywould have to be managed careully and i at theend o this trip a very eligible marriage did occur,it would be the icing on the cake or his amilysortunes this year.

    Teir guide the dwarven trader Kethdah (henever could say that right) was back walking withMillein, in tandem with Falaren as usual. Prob-ably both were being pestered by the excitablegirl again. Te lad o course did not mind at

    all, considering the young beauties charms, and dwar kept taking everything in his stride quite aably. At the last village they had passed the dwahad suggested to them all that they hire some mlabourers rom the locals in the village as the travling would be getting harder and that it was the such place they would see beore getting there. Hthoughts turned back to planning, snippets o inmation hed gleaned rom the other merchants othe days had given him much to think about andmust sort it all out or any advantages he could gi he was to gain the upper hand in the up comintrading.

    A crunch echoed through the clearing and Millescream pierced the air. Heinrache looked over tothe dwar dragging his daughter away rom undeFalarens collapsing horse, his hammer drawn. Hwas saving her rom being crushed but what hashappened? Te horse ell down limply, trappingswearing young noble who was scrambling to dr

    his sword. Heinrach realised that Falaren wasnt ing his horse or something else, his anger was died solely at the dwar as he nally got his sword and swung it madly at Kethdah. Te dwar knocthe sword away with a simply twitch o his hammthen kicked the noble unconscious with one bloWhy? and why was he holding the still screaminMillein o the ground by her hair! What was goion here?

    Te dwar slowly turned a ull circle looking at tall and pointing his war hammer at us. Stay whyou are, surrender and you will live! His wordseasily broke through the noises o the other traders and the screams and cries o the shocked amlies. Te Militia Sergeant Hanseln charged, yellinsomething and thrust his spear at the dwar but dwar batted it away with a lazy downward hal cblock then thunderously drove the hammer orwlike a piston into the sergeants body as the veterasoldier continued to go barrelling in. Te brokenbody landed with a clatter in the stunned silenceHe looked over at the conused squad o militiamand spoke again, Lay down your arms and you live, Do not and rst your lordling dies, then heand then you all. With that dozens o howling w

    with goblins on their backs burst out rom the traround us and rom behind us back over the hilluntil they surrounded us all.

    None o us tried to escape at rst, we were toostunned. And we didnt think about it at all aterlet the wolves tear apart and devour Falarens horand the sergeant. Teir bodies were both gone iminutes leaving scraps that the wolves continuedsnap and snarl over. Tey pushed us all togethewith some o us being orced to drive the wagon

    Member Fiction

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    Issue 5- The Word of Hashut 44 Issue 5- The Word of Hashut 45

    spear point and then they began herding us along ine direction we had been going. A ew hours later, our

    acks stinging rom the whips and our minds still notre what had beallen us, we came upon an encamp-ent hidden in a mountain oothill, with more dwars

    nd a large metal contraption with cages on it. Tesewarves were more o his type and just like Te Betrayerey were dierent. Dierent rom the other dwars hed

    nown and met beore now that he could see their once-as-a-guide with open eyes. Another dwar had emergedom a tent, dishevelled and drunk it looked. As it camewards us it bellowed orders to the others in a languageat was dwarven but not the dwarven he knew. Ordersat appeared to be ollowed only hal hearted i at all bye other dwars. It stomped up to the dwar obviously

    emanding answers but the answers it got only seemedenrage him more. He was obviously trying to cowere dwar and it didnt happen. He got louder and theating replies seemed to make it worse and in his ury

    e slapped the dwar. Tat hammer rose up rom wherehad been held unnoticed by his side and cracked upto the belligerent dwars chin, and then slammed back

    own. Once to ell the raving brute and the next to slaym. Te dwar guards or warriors or whatever they weread looked on without liting a nger to help the leader.ur betrayer spoke something in that un-dwar language

    nd the others barked something back and then all at oneey dropped to one knee with eyes down. Ater a mo-ent one o them snapped out an order as it rose then

    owed to our betrayer. Te rest then rose and began toove about on their tasks. Te goblins and their wolves

    ad dropped to their bellies in obeisance but did not riseth the dwars. Our betrayer now gave them some or-

    ers and they leapt up with shrill cries and howls. Someayed to guard us but the majority went racing o backe way we came. All this meant nothing at rst but it became clearer over the days and weeks that ollowed.ethdah or whatever he was called had staged a coup. Allganised long beore he ever met with us. Te deerencee others showed him was obvious, not at all like whate had briefy seen them giving to the now dead leader.hekdar almost howled in elation as he elled Grob-am but restrained himsel. Te distant cousin that thean chies had lumbered him with had made mistaketer mistake since embarking on this mission. Hal oe creatures they had already captured had died romistreatment or due to Grobhams own cowardly killing

    st. He had not risked his own skin in any o the priorirmishes so ar and he would have squandered ar toouch o this bounty i let alive. His cousin had believedhis unassailable right to do what he wanted, not what

    as best or the clans. So he, Zhekdar the Scout, hadecided to make the dwarven raiders loyal to him or theood o the clan. Te poor showings o Grobhams leader-ip made things easier or the warriors to choose, easily

    elped on by the strength o his will. Te breaking down the steam driven slave cart through stupid directionsnd shoddy maintenance had been the nal nail in hisn. Te loyalty o the Hobgoblins was easily gained

    through applied pain and rewards. A conrontationwith Grobham over his actions would have hap-pened eventually, one way or another i not at a timeo his choosing.

    Te wisdom o his clans sorcerer in sending hi m outto scout through the human lands and learn to tin with them had shown itsel to be very wise. Andlearn he had or he probably wouldnt have survived.He had given His Raiders orders beore he let, notto raid anywhere in the human area. Leave themunaware until his return. Tat had been his ordersand they had been ollowed to the letter. Now thathe had this prize secure, he sent the Hobgoblin wol-ers back to the village they had last passed through.Te village that now conveniently let with ar ewerdeenders, he sent them o as a reward, sent themto have some un and i they brought more humansback? well they knew him enough now to know hewould reward them even more.

    Heinrache lamented his lot as the train o captives

    plodded along. Long weeks o marching had broughtthem here, wherever here was. Te wretched condi-tion o other groups o captives that they passedappalled him and the wanton cruelty o those otherscaptors outstripped belie. Teir betrayer and histroopers did not seem to treat them so poorly andprotected them rom those who would. Te goblinhelpers were anatical about as well, as it was notworth their lives to damage us. Tey had been shownwhat would happen to them ater a wol had been letto stray to close and it had killed someone, he didntknow who it had been. Tey had pinned the wol srider down with stakes while the howling goblin wasstill very much alive and ordered the others to eathim starting at its eet. Tey still cued and whippedus i we didnt move quickly enough but they hadkept us ed and watered, the other groups lookedstarved and despondent with no lie or hope let intheir eyes.

    Te meanings o lots o things had changed nowor Heinrache. Some becoming clear others not sowell. Tings like why one o the normally standoshdwars would have be delighted to have more andmore humans travelling with them. Why the black-

    smith had been convinced to come along. His wagonwith its travelling orge, and those piles o fat ironstraps, and especially all o the chains that he couldt into his wagon. Te drag o the chains and man-acles weighing him down were a constant remindero where they had came rom. Te s ight o anotherbull headed image emblazoned on an edice broughtunderstanding as to why the dwar had steadastlyreused to listen to reason and change his mind whenhe insisted on drat horses instead o oxen to pull thewagons. Te story one o the militiamen had toldo the old dwar ur trapper in one o the taverns and

    how he had suddenly gone homicidal upon seeing theirbetrayer. How he stopped drinking suddenly with a gasp-ing splutter. How he had surged towards the betrayerraising his axe and screaming YOU!!! YOU HERE!, NONEVER, YOU WILL DIE. He had told them o howthe alse dwar trader had reacted ater he had killed theold trapper, how the dwar had stated sel deence andthat it was a case o mistaken identity by the drunkenclansmen and a possible clan eud. No, now that wasrevealed to be the reaction o a real dwar recognising thismonster or what he was.

    Heinrache looked out over the vista o a barren harshly litplain. t was broken and wracked by streams o lava andpollution and the distance hidden by gouts o steam andsmoke, and he thought on opportunities. Not many yetbut he was sure there would be some. He stared at thetowering ziggurats and at the sprawling outer areas. Savehis amily, yes he could, Escape, yes he would i it becamepossib le. Tey werent going to kill us. Tey wouldntlook ater us this well i they were. Kethdah had said, haleand whole they were worth ar more than all the others.

    Yes there was hope. Healthy they could survive and hekept that hope close to his heart.

    A simple plan, Zhekdar thought, yes it had been a simpleplan. Convince a ew humans to come with him andre-supply him (and unbeknownst to them his units oraiders) and then make them his slaves into the bargain.It had all been working quite smoothly to begin with.But the greed o these creatures when gold was men-tioned had utterly surprised him. More and more hadbegged to join in, without any eort on his part. Teyhad brought along mounds o valuables and other goods.Tey didnt know that the most valuable items would bethemselves. Tey had even brought along the shacklesand tools o their own imprisonment, all on the promise

    and lure o the gold to be had at the end. Almohundred slaves, the other booty and the deliciohorses, nothing would be wasted. All would betaken to his clans holdings in as good a conditias he could make possible as per his lords wishe

    His amilys ortunes had continued to rise eversince the old sorcerer had told them o his visioand at his pursuant lords orders the clan had acon it. Strong healthy sacrices, with their mindunbroken beore they meet his God. Not theweak and broken semblances o living beings thother clans oten gave. Beings that still held reand hope within their hearts and souls, these wthose that god would crush and devour. Tat what Hashut had wanted and that is what his chad given him. Hashuts avours had kept fowiback to his clan in blessings and strength. And they would be able to oer up more to him agaTese humans did not know it yet but the goldthat they would receive would be the bli nding o Hashuts presence as he embraces them and t

    eternal servitude to him in his realm as their soorm the carpet beneath his hooves.

    Zhekdar pondered more on his uture and concluded with the thought that maybe this time hhad been too clever and ar too lucky. Luck otwill suce a Dwar i his courage holds. No hedecided, it was not his luck but the Blessings oHashut which avoured him this time. Te Claexpectations to do better next time, however unspoken they may be, would always be there. Hown expectations also would always be there, aleast until he ever dared to ail in his lords de-mands.

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    Minis By Blue in VT

    Minis By Svennhttp://www.lead-adventure.de/index.php?topic=25799.0

    http://www.lead-adventure.de/index.php?topic=25799.0http://www.lead-adventure.de/index.php?topic=25799.0
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    Minis By Blue in VT

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    roop ype: Unique

    Weapons: Many and varied!

    Unit Composition: 1 Steam Engine and up to 5

    Cars.

    SPECIAL RULESUnbreakable, 4+ armour save, 5+ ward save

    Land rain: A Land rain consists o a SteamEngine pulling up to ve Cars. Te SteamEngine has ve Wounds and, or each Car,the Land rain has ve additional Wounds.Te Land rain is considered a single (huge!)model or all purposes. For every ve Wounds itsuers, remove one Car. Always remove the rear-most Car in the rain (it is as sumed the crewmake running repairs throughout the battle,cannibalising parts rom damaged Cars so themost important parts o the rain survive). I aLand rain moves into contact with an enemyunit, it inficts Impact Hits (see below), but itcannot otherwise make any other attacks. ALand rain is highly vulnerable to being attackedin close combat, as enemy troops can simplyswarm over it and hack it to pieces all modelsin an enemy unit in base contact with the Landrain can ght w ith their ull number o Attacks.A Land rain must make a Dangerous errain

    test i it moves over any kind o terrain, and willsuer D6 Wounds i it ails.

    Steam Power: Te Land rain is powered bysteam and, while the crew are able to controlhow much coal they put on the urnace andthereore dictate the speed o the engine, this isnot always an exact science. In the RemainingMoves sub-phase, the Land rain can eitherremain stationary, or move 1D6, 2D6 or3D6, ollowing the Random Movement specialrule i it does so. I you roll a double, roll onthe Engine Malunction able below. I you roll

    a triple, add 1 to the result rolled. I the Land raincontacts an enemy unit it will infict D6 Impact Hitsor every D6 it moved (i.e. i it opted to move 2D6,

    it will infict 2D6 Impact Hits).

    Steam Engine: Te Steam Engine is the glowering,coal-powered machine that pulls the entire Land rain.It sits at the ront o the rain and all movement ismeasured rom the ront o this model (but note thatthe Land rain can pivot reely beore moving, as perthe Random Movement rule). Te Steam Engine canbe equipped with a Skullcracker or a win Cannonade(see below).

    Cars: Te Cars are deployed behind the Steam Engine.Tey extend the size o the Land rain, but are nototherwise considered separate models. When the rearmost Car is removed, any special weapon it has beengiven are lost with it. A Car can be equipped witha Magma Cannon, a Siege Bombard, DemolitionRockets or a Fighting Platorm.

    Special Weapons: Te Steam Engine and the Carscan be given one special weapon each. A Land raincan re all o its weapons in the same turn and mayeven re i it moves. Measure ranges and draw line osight rom the applicable section o the Land rain.All special weapons use the Black Powder Weaponmisre chart. I a special weapon Misres and rolls aDestroyed! result, the weapon in question may notbe used or the rest o the game and the Land rainsuers D6 Wounds. A Land rain can o course suermultiple Misres in the same turn such is the priceor being horrically overgunned! You may only haveone o each special weapon per Land rain.

    Skullcracker:Tis monstrous array o motorisedspikes, blades and hammers makes the Land rainar more deadly when it runs into enemies. Te Landrain has +1 Strength and Random Attacks (4D6).

    RULES DEVELOPMENT

    Chaos Dwarf Land TrainBy Tommy H

    M WS BS S W I A LD

    Steam Engine * - - 6 6 5 1 - 10

    Car - - - - - +5 - - -

    win Cannonade: Te Steam Engine mounts a earsome pair o cannon on i ts prow. A win Cannonade cotwo o the smaller type o cannon as described in the Warhammer Rulebook.

    Magma Cannon: Tis horric device launches a stream o molten metal at hapless oes. A Magma Cannon as a Fire Trower.

    Siege Bombard: Tis is a huge mortar that launches massive shells into the air which land amongst the enemshaking them o their eet with the impact as it lands. A Siege Bombard counts as a stone thrower. Any unithit by the Siege Bombard cannot march in its next turn and counts as having moved or the purposes o shothe aected unit wishes to charge, it must take a Dangerous errain test. Any war machine hit may not re oroll o 4+.

    Demolition Rockets: Tese monstrous rockets are launched screaming into the air and descend as a terriyibarrage. Demolition Rockets count as a stone thrower that may re-roll ailed to wound rolls (due to sheer were). In addition, any uni t wounded by Demolition Rockets must take a Panic test with a -1 Leadership mo

    Fighting Platorm: A Fighting Platorm allowsChaos Dwar troops to mount up in the Landrain, benetting rom both i ts increased speedand protection. Any riendly inantry unit with20 models or less may mount a Land rain witha Fighting Platorm as i entering a building.

    While mounted, up to 10 models can shoot out,just as i inside a building. Any hits on the unitare resolved against the Land rain itsel ratherthan the unit riding on board. I the Car with theFighting Platorm has to be removed while it iscarrying a unit, they suer 2D6 Strength 4 hits.A unit mounted in a Fighting Platorm can ghtin close combat i the Land rain is attacked allmodels can ght against any enemy units usingtheir ull number o Attacks (it is assumed themle rages across the entire Land rain). A Landrain may not move i n the same turn that a unitenters or leaves a Fighting Platorm.

    Engine Malunction Chart

    D6Roll E fect

    1

    Emergency Stop: the engine overheats, but the saety valve kicks in, halting the Landrain beore any damage is done. Move the rain the distance indicated by the dice, butnext turn it may only opt to move 1D6.

    2Overheat: the engine overheats and scalding steam erupts rom the valves, seriouslyhurting the crew. Te Land rain loses D3 Wounds or every D6 it opted to move.

    3Overdrive: the engine goes into urious overdrive. Move the Land rain an additionalD6.

    4Crash!: the engine blows a gasket, bringing the Land rain to a juddering halt. Te Landrain does not move, and none o its special weapons may be used that turn.

    5Bang!: the engine spectacularly explodes, rendering it useless. Te Land rain does notmove, and may not move or the rest o the game.

    6

    Kaboom!: the engine explodes, ripping apart the Engine in a monstrous confagration!Te Land rain suers D6 wounds or every D6 it opted to move, does not move thisturn and may not move or the rest o the game.

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    Issue 5- The Word of Hashut 54

    The Black Orc Rebellion

    he Black Orcs rst appeared in the OldWorld during the time o Sigmar, pushingtheir way through the Worlds Edge Moun-

    tains rom the Dark Lands and leading a Green-skin invasion into the lands that would becomethe Empire (Orcs & Goblins, 2006). Te pitchedbattles with the Black Orcs were some o the mostdesperate that the allied Human tribes and Dwarsaced. From that point orward, Black Orcs were astaple o Orc & Goblin armies in the Old World,and Black Orc Warbosses like Grimgor Ironhidehave played a large part in the story o Warham-mer Fantasy.

    Black Orcs are the largest and toughest o theirkind, with skin that varies rom dark green toblack. Teir terric size aords them the bestequipment and the ability to quell the squabblingo their smaller Greenskin cousins with a sternlook or throaty growl. On a battleeld, BlackOrcs create a semblance o discipline in the sea ogreen, directing the Waaagh! owards theenemy lines. But where did the BlackOrcs came rom in the rst place?

    Unnatural OriginsTe earliest reerence to Black Orcs comes romthe 1985 Citadel Journal. Here the Black Orcsare established as the biggest and toughest oOrc species due to a Darwinian selective breed-ing program known as runt noshing thesmallest Black Orcs were cannibalized, ensur-ing only the biggest and strongest would breed and inbreeding. Cannibalization remaineda part o the Black Orc backstory when War-hammer advanced, but in subsequent books adierent picture o Black Orcs emerges as thesorcerous products o the Chaos Dwars.

    Chaos Dwars have been noted as being ongenerally good terms with the Greenskin racesalmost as long as they have been distinct as arace; the Battle Bestiary (1992) remarks on howthe Chaos Dwars taught the Orc tribes met-alsmithing and that Chaos Dwar Mages wereinvolved in the creation o the Greenskins mostcompli- cated war machines and arcanedevices. White Dwar Presents:

    By Ancient History

    Minis By Elendro

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    Chaos Dwars (1994) urther expanded thisrelationship, turning Chaos Dwars into a raceo slavers that alternately dealt with and preyedupon the Greenskin tribes o the Dark Lands.Here, and in Orcs & Goblins (1996), the BlackOrcs are presented as products o a sorcerousbreeding program designed to produce a stron-ger, tougher slave-caste that could survive theharsh environment o the Dark Lands and ruletheir lesser cousins.

    Te creation o the Black Orcs rom normalOrcs using selective breeding and magic hasobvious parallels in the creation o the Uruk-Haiby the wizard Saruman in Te Lord o the Rings.Te Uruk-Hai o Isengard and Mordor wereblack-skinned, larger and stronger than theirsmaller cousins, whom they bullied and berated.It is likely that industrial Isengard provided theinspiration or Rick Priestlys interpretation oBlack Orcs and their origins, and all subsequentversions except the Gos o Warhammer 40,000

    are based on Priestlys.

    Te Black Orc Rebellion(s)Te ullest chronicle o the Black Orc Rebellionis given in White Dwar Presents: Chaos Dwars.Te Black Orcs as a race were created in -150I.C. by the Chaos Dwar Sorcerers, who hadbeen experimenting on Orc and Goblin slaves.However, the Black Orcs were too independent-minded to make good slaves; the result was aseries o armed revolts. Te actitious Greenskinswere too riven with animosity to start large-scalerebellions, but the disciplined and (relatively)organized Black Orcs would oten lead Orc andGoblin slaves into open revolution against theirChaos Dwar masters. Several Black Orc-ledarmies ravaged the lower levels o Zharr-Naggr-und, and in -100 I.C. the Chaos Dwars began acampaign to purge the lower levels and drive theBlack Orcs rom the city orever.

    During the height o the largest and most savageo the Black Orc-led slave uprising, the ChaosDwar armies were nearly overcome. Te out-numbered Chaos Dwars were orced upward

    level by level by their ormer Goblin, Hobgoblin,Orc and Black Orc slaves, to the very emple oHashut. Ten, the Hobgoblins turned againstthe other Greenskins. Te sudden and mo-mentous betrayal routed the slaves, and orevercemented the Hobgoblins treachery in Green-skin memory. Te Black Orcs were driven out oZharr-Naggrund and into the Dark Lands, sometowards the Mountains o Mourn to the East,and others to the Worlds Edge Mountains in theWest. Te Black Orc Rebellion was over.

    Te Hobgoblins, or their aid, became the

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    avoredi not quite trustedoverseers o theChaos Dwars. Te enmity between Hobgoblinsand the Orcs & Goblins helps explain, rom anin-universe perspective, why Chaos Dwar armieselded Hobgoblins while Orcs & Goblins armiesdid not. Indeed, in White Dwar Presents: ChaosDwars, the other Greenskins want nothing to dowith leading a contingent o Hobgoblins!

    Many o the routed Black Orcs were killed, but theChaos Dwars allowed some to escape and orgetribes, which the Chaos Dwars would occasionallyrecruit rom into their armieshence the reasonBlack Orcs could be seen in Chaos Dwar armies,rom 4th edition through Ravening Hordes. BlackOrc tribes still roam the Dark Lands, and occasion-ally members such as Morglum Necksnapper andGrimgor Ironhide and his Immortulz.

    Uncanonicalbut Interesting!Te earliest Warhammer material generally as-sumes Goblins and Orcs breed the same way that

    humans do, and so makes occasional mention ohal-orcs and the like (again, probably based onolkeins writings), and which explains in part theselective breeding practiced by the earliest BlackOrcs. However, when the transition was maderom Rogue rader (1987) to Warhammer 40,000,the Orksincluding the Black Orc analogues, theGoswere slowly molded into a more denablyalien race, with distinctly non-human methods oreproduction. Since this time, the general questiono how Warhammer Fantasy Greenskins reproduceis has not been addressed.

    Te novels Heldenhammer (2008) and Te Lieo Sigmar (2005), trace the rise o Sigmar and theounding o the Empire, describes the Greenskininvasion o the Old World as driven by the BlackOrcs rom the Dark Lands. At least one Black OrcBoss that Sigmar aces wields a magical axe maderom obsidian and etched with runes. Te threat othe massive Orc invasion was what allowed Sigmarto unite the human tribes under his leadership, andhis rescue o a Dwar king rom the Orcs providedthe basis or the alliance o Men and Dwar. It ispossible that the Chaos Dwars, in putting down

    the Black Orc Rebellion and driving the BlackOrcs into the Dark Lands i nadvertently set thestage or the Empire. O course, such speculationwithout conrmation is really non-canonical!

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    THE TEMPLEDOG RIDERS OF DUN KHARDRAKK

    M WS BS S T W I A Ld

    Rider 3 5 3 4 4 1 2 1 9Farrakh 3 5 3 4 4 1 2 2 9Templedog 5 5 0 5 5 1 3 3 8

    Many years ago a Frurndar warband of a smalloutpost at the Road of Skulls named DunKardrakk raided an ogre trade caravan. Besidethe normal loot they captured strange stonestatues which looked like an unusual kind oflions.

    The Commander of the outpost sent for aFamiliar Sorcerer who should examine the lionstatues. The lions were no ordinary ones theywere Templedogs made in Cathay and theyowned a strong magic. After a quite long timethe Sorcerer managed to vitalize the Templedogsand to bless them in the name of Hashut the onlyone!

    Later on the Clans own Daemonsmiths andSorcerers managed to create new Templedogs as

    a source of power for the Frurndar Clan of DunKhardrakk.

    The ruler of the outpost was able with the help ofthe Templedogs to repel an attack of a hugeKhorne marauder invasion force. Also a perilousGreenskin tribe near the city of Uzkulak wasdefeated and after the campaign a great amountof slaves could sacrificed. The small outpostgrew more and more and a mighty strongholdwas established.

    Since this time the Templedogs are heirlooms ofthe rulers of the new stronghold of DunKhardrakk and the source of their power.

    Nowadays the leader of the Templedog Riders isFarrakh Rockstepper the first born son of the

    current Commander of Dun Khardrakk.

    The Templedog Riders of Dun Khardrakk

    Points: Farrakh and 2 Templedog Riders 145pts. May hire additional Templedog Riders at acost of 39 points per model.

    Unit Size: 3+ Unit Type: Monstrous Cavalry

    May Be Hired:

    The Templedog riders of Dun Khardrakk may beincluded as a Special choice in a Chaos Dwarfsarmy.

    Equipment: Hand weapon, heavy armour andshield.

    Options:

    Upgrade one Rider to a Musician +6 points. Upgrade one Rider to a Standard Bearer +12

    points.

    The Standard Bearer can carry a MagicStandard worth up to 25pts.

    Special RulesTempledogs:

    Temple Dogs cause Fear. All attacks areconsidered to be Magical.

    Templedogs are powerful creatures, all attacksmade by them will reduce an enemys armoursave by -2.

    Mountainous

    The Templedogs can move over hills, mountainsand stone made obstacles as easy as a normal

    mount on normal land. The Templedogs sufferno Movement penalties on stone basedlandscape.

    Stone Skin

    Enemies attacking the Templedog and his riderin close combat suffer -1 to their st rength.

    Chaos Dwarfs:All special rules mentioned in the RaveningHordes list are valid.

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    M WS BS S T W I A LdCaptain Ghuz 3 4 4 3 4 2 2 2 9

    Uzkulak Hands 3 4 3 3 4 1 2 2 9Ignatiuzh 3 4 3 3 4 1 2 1 9

    Crew 3 4 3 3 4 1 2 1 9

    Ghuz Slavetaker and the crew of the Bulls Fury

    Points: Ghuz, Hands and Ignatiuzh plus 7 Crewcost 200 points. You may add additional Crew tothe unit at a cost of 13 points per model.

    Unit Size: 10+ (Ghuz, Hands and Ignatiuzh plus7 Crew is the minimum sized unit you can hire).

    Unit Type: Infantry

    May Be Hired:

    The Crew of the Bull's Fury may be included as aCore choice in a Chaos Dwarfs or Dwarfs ofChaos army, or a Rare choice in any Force of

    Destruction or Ogre Kingdoms army.

    Equipment: Brace of pistols, Chaos Armour.Ghuz has the Daemonscourge Pistols instead ofordinary pistols. Hands's plundered bannermeans he counts as a standard bearer, andIgnatiuzh's bagpipes allow him to count as amusician (of a kind...).

    SPECIAL RULES

    Ambush: The Crew of the Bull's Fury areunreliable mercenaries, but this is tempered bytheir habit of appearing in the worst possibleplace for the enemy, as their ship makes landingbehind enemy lines, delivering them into theheart of the battle! To represent this, the unit hasthe Ambush special deployment rule.

    Chaos Dwarfs: The Crew of the Bull's Fury areChaos Dwarfs and follow any army specific rulesfor Chaos Dwarfs (or Dwarfs of Chaos)

    appropriate to the rules being used. If used asmercenaries in any other army, they have nospecial rules except Ambush and those describedbelow.

    Bloodthirsty Pirates: The Crew of the Bull'sFury are a band of ruthless sea-dogs, owingallegiance to no Lord of the Chaos Dwarfs orlord of anyone else for that matter. The unit maynot benefit from the army general's InspiringPresence rule, nor may they use the battle

    standard bearer's Hold Your Ground rule.

    Slavetakers: The Crew of the Bull's Fury willalways try to capture the enemy instead ofsimply cutting them down. The unit alwayspursues only 1D6" after winning a close combatas they stop to subdue and bind the fallen foe,but any unit caught in this manner is worthdouble victory points.

    Plunder!: Hands's eyes light up at the sight ofstuff to nick especially enemy banners! If theCrew of the Bull's Fury slays an enemy standardbearer due to the Last Stand rule, they willcapture the banner and parade it aloft. For eachenemy standard stolen in this way, they gain +1combat resolution in subsequent combats; this isin addition to the +1 combat resolution forhaving their own standard. If the unit flees, anystandards seized in this way will be dropped. Inaddition, if they manage to loot a magic standardin this way, they will gain the benefit of it(assuming they are able to). Because Hands isalways looking for shiny new things to steal, theCrew of the Bull's Fury will only benefit fromthe last standard looted in this way (even if theeffect is worse!) and magic standards takenearlier in the battle will be discarded (it isassumed they are shuffled to the back of the unitand stowed away to be sold later). If Hands isslain, any benefits from a stolen magic standardare lost.

    MAGIC ITEMS

    Daemonscourge Pistols: Magic Weapon. Ghuzcarries a pair of matched pistols given to him as

    payment by a Sorcerer for a particularly trickysea raid. They contain the bound essence of aDaemon, its soul magically torn in half and splitbetween the guns. They count as a brace ofpistols with Flaming Attacks.

    GHUZ SLAVETAKER AND THE CREW OF THE BULL'S FURY

    Though the Chaos Dwarfs' empire is essentiallylandlocked, they nonetheless have an infamoushistory of naval warfare. Their fearsome ironcladwarships are able to ply the seas of theWarhammer world thanks to the polluted RiverRuin that runs through their realm and sluicesinto the Sea of Dread, and the great sea tunnelthey carved centuries ago between the Falls ofDoom and Uzkulak that gives them access to theSea of Chaos. By such means they are able totravel across oceans and capture slaves fromnations that have never even heard the name ofthe Dawi'Zharr. But amongst the many piratecaptains that serve the Sorcerer Lords of Zharr-Naggrund, one name stands out: that of GhuzSlavetaker. Ghuz is unique in that he is bound tono single Sorcerer Lord. Instead, he has carvedout influence of his own as a mercenary captain,

    serving in exchange for gold and slaves. He hasbeen allowed to continue to live outside ChaosDwarf society because he is so successful, soruthless and so completely cold-blooded in hisdealings.

    As much as Zharr-Naggrund needs slaves topower its foul industry, Ghuz's ships' need is somuch more immediate after a particularlybloody sea battle, many of the s laves who toil inthe bowels of his vessels will have drowned, andGhuz will need to replace them with new slavestaken from the vanquished foe right away. Forthis reason, Ghuz and his crew are exemplars ofthe Chaos Dwarf ideals of greed, consumptionand the need for instant gratification. Ghuzhimself is short-sighted, boisterous and rude; a

    vile, black-hearted pirate covered in ritual brandsand tattoos, face hung with piercings, fleshembedded with runic talismans, who is mostoften found at the prow of his flagship, TheBull's Fury, gesticulating wildly and bellowingangrily at his crew and slaves to bring him to theenemy faster.

    His crew are a gang of scurvy sea-dogs, likewisetattooed and bedecked with daemonic totems. Ofparticular note is the first mate, known only asUzkulak Hands, a ruthless kleptomaniac who hasdeveloped a habit in recent years ofappropriating anything dropped by the victims ofThe Bull's Fury's crew as they are hauled off inchains, usually with a mind towards selling themfor his own profit his favourite prizes are thestandards and banners of conquered foes though,

    and these he waves above his head in drunkenglee, unwittingly contributing to the erosion ofenemy morale. Ghuz has noticed this habit, andhe makes sure that Hands always shows upcarrying whatever flag he last stole, in lieu ofhaving an actual recognised standard for hiswarriors. When they appear on the battlefield atthe behest of a Chaos Dwarf Lord (or anotherunscrupulous employer...) the crew of The Bull'sFury advance to the accompaniment of BosunIgnatiuzh's bagpipes, joining in the cacophonywith their trademark pistols; they are quitedifferent from the usual stoic Chaos Dwarflegions and, one suspects, the envy of them too,for the crew of The Bull's Fury are everything aDwarf of Zharr'Naggrund longs to be, if only hecould be liberated from the strict bonds of hissociety.

    By Tommy H

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    M WS BS S T W I A Ld

    Inebriated Brawler 3 4 3 3 4 1 2 1 9Thugman 3 6 4 4 4 2 3 3 10

    Thugman himself. His Brewmasters each onlyknow of a few steps in any stage of the processfor the various ales and spirits that are concocted.The High Priest of Hashut was once heard to

    growl that the whole process was like the laws ofOgre sausages or the Zharr Naggrund slavebreeding pits it was better to enjoy the end

    result than worry about the process itself!

    Thugmans Inebriated Brawlers

    Points: Thugman and 9 Inebriated Brawlers 198pts. May hire additional Inebriated Brawlers at acost of 12 points per model.

    Unit Size: 10+ Unit Type: Infantry

    Options:

    The unit of Inebriated Brawlers may also carryGreat Axes for +2 points per model.

    Upgrade one Inebriated Brawler to a Musicianfor +10 points.

    Upgrade one Inebriated Brawler to a Standard

    Bearer for +10 points.

    Allow the unit to Stop for a Pint First!for

    +1 point/model.

    May be Hired:

    Can be hired as a 0-1 Core choice in a ChaosDwarfs army, as a Special choice in a Warriorsof Chaos army, or as a Rare choice in an OgreKingdoms or Dogs of War army.

    They will never join a Dogs of War army if thereare any Dwarfs present. Although the unit is notconsidered Flammable (they keep their strongerspirits sealed up tightly until consumed),characters with Flaming Attacks are neverpermitted to join Thugman's Inebriated Brawlers,nor may any magical items or banners bebrought into the unit which would confer anymodel in the unit to with Flaming Attacks.

    Sorcerers or other models who use magic fromthe Lore of Fire may never join the unit.

    Inebriated Brawlers

    Equipment: Hand weapon, heavy armour and aHefty Tankard.

    Hefty Tankard: The large Tankards are massiveenough to serve as a shield. What's more, theBrawlers each begin battle with enough brew intheir hip flasks for one hearty drink (see Swig ofBrew special rule).

    Special Rules: Bad Tempered, Stubborn, Swigof Brew

    Thugman

    Equipment: The Reclaimed, heavy armour,Grand Tankard.

    The Reclaimed: Confers +1 Strength for each foein base contact with Thugman and he may alsore-roll any missed to hit rolls.

    Grand Tankard: The Grand Tankard is massiveenough to serve as a shield. It grants Thugmanan armour save one higher than a normal shieldwould provide. The Grand Tankard also providesThugman with a 4+ ward save. Thugman beginsbattle with enough brew in his hip flask for onehearty drink (see Swig of Brew special rule).

    Special Rules: Bad Tempered, Indefatigable,Next One's On Me!, Stubborn, Swig of Brew

    Special Rules

    Bad Tempered. Thugman's surly andcontemptuous Inebriated Brawlers have aparticularly short fuse and are ready to fight atthe drop of a hat. If there is an enemy model thatis an eligible target to charge during the DeclareCharges part of the Movement phase, the unit

    must immediately pass a Leadership test ordeclare a charge if there is a choice of modelsto charge, then the controlling player may freelychoose between them.

    Indefatigable. Thugmans charisma andunfaltering confidence are legendary (at leastafter he's had a few) and his wild drunken boastsand almost idiotic level of fearlessness areinfectious among his inebriated brethren inbattle. While Thugman lives, if his unit isengaged in close combat he becomesUnbreakable

    THUGMANS INEBRIATED BRAWLERS

    The Dawi Zharrs Guild of Brewmasters arerenown throughout the Dark Lands and beyond.Even within the faltering realm of the Dawi tothe West are the spirits from the Dark landsknown, although none of the Dawis scruffy-bearded ilk would ever speak of such a thing,much less imbibe any of the stuff. No DawiZharr forge, temple, training ground or home iswithout multiple casks of ale or bottles of spirits,all stamped with the iconic image of theWarhammer and Grand Tankard the mark ofthe Brewmasters guild.

    The governing lord of the Brewmasters isThugman, a despicably cruel and calculatingindividual, when hes not drunk. Luckily for hisfellow Brewmaster brethren, Thugman is rarelysober. Thugman prefers to spend much of his

    time at his remote Brewhouse, hiddensomewhere in the Mountains of Mourn.Although the region is plagued by Orc andGoblin tribes, Thugmans alliances with variousOgre tribes who are devoted to the beverages heconcocts affords a measure of protection, overand above the regiment of fifty warriors andcountless slaves personally assigned by the HighPriest to guard and maintain Thugmans brewingoperations.

    Thugman and his guards presence are awelcome sight on the battlefield for all DawiZharr. Such is his importance to morale thatThugman has been ordered on many occasions toaccompany entire legions of troops as theymarch their slaves into battle. There, Thugmandispenses brew and spirits to his brethren aftertheir victory. Thugman rarely sits on thesidelines however, as both he and his personalguard have a reputation of drunken brawling andare often eager to wade into combat where they

    can better channel their drunken rage.

    Thugman and his inebriated, brawlingguardsmen often arrive for battle properly tankedand spoiling for a drag-out fight with anyone.Because of their close bonds of comradery,formed over many long nights drinking togetherin Thugmans Great Hall, their unbridledtempers and raging blood lust are always keenlyfocussed on the enemy. There has never been anincident of in-fighting among Thugmans ranksno matter how intoxicated they become.Thugman, however, has a particular dislike for

    Sorcerers who use fire magic and he refuses toallow them to march with his men following anunfortunate mishap with one of his portabledistillation apparatuses many years ago.

    Thugmans Inebriated Brawlers, as they areknown throughout the Dark Lands, arrive forbattle sporting hefty tankards that double assmall shields. Thugman marches with his meninto battle and carries the Grand Tankard, asymbolic artifact massive enough to serve as ashield and also identifies Thugman as Lord ofthe Guild of Brewmasters. Thugman alsobrandishes a mighty warhammer a powerfulartifact acquired by Thugman following a greatvictory at Karak Kadrin many years past. Howthe warhammer came to be in the hands of thescruffy-bearded catamites of Karak Kadrin isnt

    known to his men, but Thugman insists that thewarhammer was rightfully his and ever since hehas referred it to as The Reclaimed.

    Thugman and his personal guard weretemporarily banished from the Dark Lands fortheir failure to hold a critical outpost, althoughThugman was too drunk to recall the details. Inactual fact, Thugman and his men were toodrunk to fight and decided to rescue Thugmansportable Diabolical Still before the crushingdefeat. Thugmans recollection of the incidentremains foggy, but it is an episode the HighPriest reminds him of on the rare occasions thathe is summoned to the Temple of Hashut. Therehave also been occasions when Thugman hasbeen ordered to accompany temporary allies andtrading partners of the Dawi Zharr in order tosmooth over relations and ensure that theinterests of the imperium are secured. Thugmanand his men, as well as his portable DiabolicalStill of Spirits, have travelled the Dark Lands

    many times over. In spite of his contributions tosuccesses on the battlefield Thugman prefers tospend his time building larger and moreelaborate distillation apparatuses andexperimenting with brewing technology in hissecluded Brewhouse. It is only at the directorder of the High Priest of Hashut that he willmarch into battle.

    As for Thugmans secret to success? Thugman isa master brewer and has built many custom stil ls,distillation apparatuses and fermenters, the fullunderstanding of which is only known to

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    M WS BS S T W I A L d

    Chosen 3 4 3 3 4 1 2 1 (2) 10Faithful 3 5 3 4 4 1 3 2 (3) 10

    CHOSEN OF HASHUT

    Since the earliest period of know Chaos Dwarfhistory mutations have affected their race. Manyof the believes mutations are easy to spot like theBull Centaurs, Bull Taurus and Lammasu. Theone least known of these mutations are theChosen of Hashut. Born with the mark of Hashuton their bodies they are believed to be taken atbirth and raised by the Priests of Hashut. Theyseem to have skin like armour and an ability todestroy all in their path. Many have reported thatarrows and weapons just bounce off or theirbodies with no effect other than to anger t hem.The main way to recognise the Chosen amongstthe warriors in a Chaos Dwarf army if that they

    do not wear armour into battle.

    No body of a Chosen has ever been found deadon the field of battle some have reported that if aChosen takes a mortal wound his body isenveloped in a bright light and disappears. Sincethese reports are from unreliable sources, fighterswhose minds have been lost from the magicunleashed during the battle. From what wegather from our spies and from reports from theOgres is that the Chosen believe that they cannotbe harmed by anything and if they do fall inbattle it is believed t hat it was Hashut's will topunish them for not being faithful.

    Chosen of Hashut

    Points: 5 Chosen of Hashut 70pts. May hireadditional Chosen at a cost of 14 points permodel.

    Unit Size: 5 - 30 Unit Type: Infantry

    May Be Hired:

    Chosen of Hashut may be included as a Specialchoice in a Chaos Dwarfs army.

    Equipment: Pair of Axes (2 hand weapons).

    Options:

    May replace Pair of Axes with Great Weaponfor no points cost.

    May upgrade one Chosen to Musician for 6points.

    May upgrade one Chosen to Standard Bearerfor 12 points.

    May upgrade any number of Chosen toFaithful for 15 points per model.

    SPECIAL RULES

    Chosen: All have been ordained by Hashut by abull head birthmark on their body. They haveunusual Strength that is always one higher thanthe opponents Toughness (Max S7). They alsohave been blessed by the Priests of Hashut, thisgives them a 5+ Ward Save against non-magicalattacks.

    Faithful: They are so strong in their faith thatthey will never back down from battle(Unbreakable) and will always chase down their

    enemies that break before them.

    Unbreakable and also confers this attribute toany other models in the unit.

    Next One's On Me! Following combat,Thugman musters his men with promises ofgreat feasts and bottomless tankards of his finest.When resolving Combat Result Points followinga fight, add +1 to the combat result if the resultwould be a loss or tie. The bonus is not granted ifThugman's unit wins the combat.

    Stop for a Pint First! Before arriving for battleThugman cracks open several kegs for his menand they get a little carried away. At the start ofthe deployment phase roll 2D6 on the followingtable before any player places their models:

    1 A little too carried away.

    Unfortunately the entire unit deploys a turn late.Deploy them as they would have been deployedduring the next Start of Turn sub-phase. If forany reason the unit cannot be placed they areconsidered destroyed and Victory Points shouldbe evenly divided among any opponents.

    2 Lost a bet. The unit deploys a turnlate. They refuse to talk about the circumstancesbut they are really annoyed! The unit has Hatredfor their first round of close combat.

    3 Drinking buddies! With the help ofsome spirits the unit makes friends with somelike-minded Dawi Zharr before battle and bringthem along! Add +1 Inebriated Brawler for every10 points spent on this ability.

    4 Drunken metal state. A debate startedamong members of the unit, the point and topicof which has been forgotten, but they are still ina state of stern concentration, pondering deepirrational thoughts that border on insanity. Thisstrange and ponderous mental state, however,grants them Magic Resistance (1). Once a spellhas been cast on this unit, even if it was resistedor Dispelled, this ability is lost.

    5 We were here drinking and got

    started without ye! The unit is placed firstduring the deployment phase, before any otherplayers models, and they are treated as havingthe Vanguard special rule.

    6 We acquired this trophy from, erm,

    doesn't matter! Huzzah! It's Ours! Hail tothee, great spoil of victory! If there's a

    standard bearer in the unit then this odd ill-gottentrophy dangles from the standard and adds afurther +1 to each combat resolution result.

    Swig of Brew. Each model has a small personalflask, there is enough for each model in the unitto have a quaff. These effects are also passed onto any characters who may be in the unit at thetime the Swig of Brew is used (the InebriatedBrawlers are always happy to share with alliesand brethren). Roll a D6 on the following table:

    1 Feint of the Still. Tastes like manfolkale. It has no effect.

    2 Liquid Courage. The unit gainsFrenzy for the next round of close combat.

    3 Hair of the Warhound. The unit gainsa 6+ Ward Save. Following the first hit to inflictdamage to any model this effect is los t.

    4 Drunken Rage. The unit gains Hatredfor the next round of close combat.

    5 Black Spire Spirits. The unit gains +1Strength for the next D3 turns.

    6 Breath of Hashut. The unit gainsAlways Strikes First for the next round of closecombat, and +1 Strength for the next D3 turns.

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    Black Armour:

    This much sought-after blackened plate will turnaside the most vicious of blows. Black Armourconfers a 4+ armour save that can only bereduced to a 6+. Even if an attack ignores armoursaves, the model still gets a 6+ save.

    Haddakk Ghal:

    Kazrin Irontusks personally enchanted hammercan smite any foe. Haddakk Ghal is a magicalgreat weapon that confers an additional +4strength instead of the usual +2.Emerald Ring Of Resurrection: This ringcontains potent oaths of servitude that canliterally raise the dead! Bound Spell, PowerLevel: 3. Each successful casting allows you toadd D6 wounds worth of rank-and-file modelsto the users unit. The unit cannot exceed itsstarting strength.

    Nemesis Weapon:These weapons take many forms, but all havebeen made to be the undoing of one race inparticular. The Nemesis weapon is magical,must be wielded it two hands and wounds anymodel on a 2+. However, if a 1 is rolled to hit,the weapon has broken as the entity withinrebels, the blade melts, or similar.

    Emerald Ring Of Resurrection:This ring contains potent oaths of servitude thatcan literally raise the dead!Bound Spell, PowerLevel: 3. Each successful casting allows you toadd D6 wounds worth of rank-and-file modelsto the users unit. The unit cannot exceed itsstarting strength.

    SPECIAL RULES

    Slayers:Unbreakable, Immune to Psychology, HonourShall Be Ours!, Chaos Slayer Axes.

    Kazrin:Unbreakable, Immune to Psychology, Unhinged,Geno, Pyrocaster.

    Chaos Slayer Axes: Chaos Slayers will comeacross all manner of weapons on their travels.They will lay about themselves with these mightytools, dealing death to all who oppose them.Chaos Slayer Axes are magical weapons that caneither be wielded one in each hand (counting astwo hand weapons), or two-handed (counting asa great weapon).

    The entire unit must use the same weapons, andthey cannot swap weapons during a duel. Whilethe weapon is called an axe, it could just aseasily be a hammer, a halberd, a falx, a wailingdaemonic entity, or even just a sword. In fact,anything goes, as long as your opponent is clearthat they all use the Chaos Slayer Axes rules.

    Honour Shall Be Ours!Many of the ChaosSlayers will be bloodthirsty, and often, onlysemi-sane. They will happily challenge any f oe,from an upstart Hobgoblin Boss, to a GreatUnclean One. Any member of the unit mayaccept or issue challenges, but any challengeissued to the unit must be accepted.

    Unhinged:Kazrin is about as sane as a bag ofGoblin Fanatics. Kazrin must take a Leadershiptest at the start of each of your turn. Should hefail, he becomes Stupid, as detailed in the mainrulebook.

    Geno:Kazrins assistant, Geno is a powerfulmagical conductor. Geno may add a single die tothe power or dispel pools at the beginning of themagic phase. In combat, Geno makes one attackat Strength 2 that ignores any form of Save orRegeneration. Geno counts as part of Kazrin, andmay not be affected separately. Geno can beplaced on a separate base for modellingpurposes, but is not a part of the unit andremains outside of the main

    Pyrocaster:Kazrin can summon mighty flamesand burning metals at a glance. Kazrin has twobound spells, Fireball at Power Level 3 andSearing Doom at Power Level 4. These areconsidered to be innate abilities and cannot bedestroyed.

    M WS BS S T W I A Ld

    Chaos Slayer 3 4 3 3 3 1 3 2 9Champion Slayer 3 5 3 4 3 1 3 3 10Kazrin Irontusk 3 6 4 4 4 2 4 3 10

    KAZRIN IRONTUSKS CHAOS SLAYER BROTHERHOOD

    A Dwarf who fails to fulfil an oath or loses hishonour will often take a Slayer oath and seek hisdeath against the greatest and most powerfulenemy he can find. Whilst the Chaos Dwarvesdo not quite share the legendary Dwarven senseof honour, sometimes they will find it necessaryto swear take the Slayer oath, although they donot cast off their armour and seek death in thesame way as their mountain descendants. Theymaintain the oath for eighty-eight years and thenrejoin the DawiZharr society, and they will everafter be quiet and brooding, although they regaina little of their former personality upon the fieldof battle. They retain their thick armour, but castaside their old weaponry in favour of pairedrunic axes that can cleave through almost anyarmour.

    Often, a Chaos Slayer will swear revenge on anenemy that escaped them, and will bend all hisefforts to matching their fighting style. Theselegendary warriors are known as ChampionSlayers, and will often bear very specialisedweapons, such as Zhordor the Fearcauser, whowas wounded by a Wood Elf named IseldiValerin, and afterwards carried an enchantedspear made from the arms of a Dryad and the

    blade of Valerins own broken sword, andsoaked in the bitter tears and blood of LordValerins slain family. Zhordor did slay Valerin,but then was killed by a mysterious eventinvolving a huge tree and a lot of Dwarvenblood.

    In order to swear the oath, a Dwarf will have tofind the hidden lair of Kazrin Irontusk, the ChaosDwarf responsible for the oaths creation, deepwithin the Plain Of Zharr. They may have to waitfor years for Kazrins return, but he always will,for he has a rudimentary grasp of magic, and thatwhich he can use, he can manipulate more easilythan any Daemonsmith or Sorceror of the Plainof Zharr. Many tales tell of how he can teleportand summon flames and searing molten metalsto aid his many quests, and how he is followed

    by a possessed childs doll known only as Genoeverywhere he goes.

    Many of his slayers will fall in battle, but Kazrinhas never taken a step back from the enemy inhis life. He will stand at the forefront of battle,crushing his foes with his enchanted hammer,Haddakk Ghal, and returning life to his fallenslayers with a magical emerald green ring, sothat they may fulfil their eighty-eight year oaths.

    Kazrin Irontusks Chaos Slayer Brotherhood

    Points: Kazrin Irontusk and 4 Chaos Slayers140 pts. May hire additional Chaos Slayers at acost of 15 points per model.

    Unit Size: 5 - 50 Unit Type: Infantry

    May Be Hired:

    Kazrin Irontusks Chaos Slayer Brotherhoodmay be included as a 0-1 Special choice in aChaos Dwarfs army.

    Equipment (Slayers): Hand weapon, ChaosSlayer Axes and Black Armour.

    Equipment (Kazrin): H